Well yes, you need to use glPushMatrix and glPopMatrix when drawing your minimap so you can modify its matrix and rotate it without moving your 3D camera. I suggest learning OpenGL first before venturing into 3D.

Well yes, you need to use glPushMatrix and glPopMatrix when drawing your minimap so you can modify its matrix and rotate it without moving your 3D camera. I suggest learning OpenGL first before venturing into 3D.

Not related to the technical aspect,but I don't think spinning the minimap is a good idea. The minimap helps the player locating himself, like "I know the entrance I need is in the top left part of this area". If you keep spinning the minimap, the player will lose the reference and the minimap will have no purpose other than showing things smaller.

In my opinion, if you're making a radar or something like that, it might make sense to spin it. But not a minimap.

Not related to the technical aspect,but I don't think spinning the minimap is a good idea. The minimap helps the player locating himself, like "I know the entrance I need is in the top left part of this area". If you keep spinning the minimap, the player will lose the reference and the minimap will have no purpose other than showing things smaller.

In my opinion, if you're making a radar or something like that, it might make sense to spin it. But not a minimap.

I don't agree with you. Say you are at 0, 0, 0 and you go straight ahead, then your movements are in sync with those of the minimap. Now lets say you turn left and go straight. To the player, it seems you are moving straight, though the dot on the minimap will be going left.

I agree with you zFollette. I would almost always prefer a minimap that spins with the player. It helps me orient myself better and provides a direction in which I should go. But, why do you have to make the decision to spin or not? Just add an option

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